Adanux wrote:
:b5: is a textbook example of a mistake in the direction of play. That's a bit of a pun, since an entire chapter in The Direction of Play is devoted to explaining why Q5 is the correct move in this situation.
The idea of a split is to keep the stones of white flat and seperated, i.e. white does not get any (3-stone) framework on its side and even if white approaches the split its corner will be weak and not settled at all. If you approach immediately with Q5 White - with the most common joseki - will get solid territory and sente! I believe in this strategy, it made me jump from 1k to 1d and so far the results are encouraging in that I do not see fundamental flaws in the strategy to split immediately, even in this fuseki, though very good players might see those. So, I am aware of the fact I play vanilla here^^.
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Also, even if your goal is to play a wedge I don't understand why you'd choose to play high. Generally the purpose of a wedge is to make a strong solid group separating your opponents two stones. Playing high seems antithetical to this since it cannot easily make a base.
In this case high seems more natural. Because you gotta understand: If you play a high wedge then you will not make a safe base and territory, but you will also not be in danger to get pressured from above and will have an easy time to run out or creating center moyos.
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Your comment at move 23 is also a little confusing to me. Low stones by their very definition have less potential than high stones so I usually don't feel any great need to reduce them early in the opening.
Well, if White gets R14 then it will have a nice fraemwork. I wanted to prevent that and at the same time extend.
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I'm not sure if I agree with your assessment at 28. Kicking seems to let white off easy since it allows him to extend and live without too much difficulty in your sphere of influence (W32 seems like a mistake though). White also still has the opportunity to reduce your corner by playing at the 3-3 after he's settled his group. I think your wall is a little too far away to successfully pincer white in this case. Instead the one space low pincer seems ideal. If white takes the corner you can block at D17 and seal him into the corner while building a strong all facing your K16 stone which seems great for black. If white jumps out at E14, you get to play F16 anyway but now white has no base and is on the run.
That makes sense it's just I saw many pro games with similiar patterns and basically no pro pincered, they all kicked. With a low pincer white would jump into the corner getting safe territory and sente. When you kick, things stay more open to development. Yes, 3-3 is still open but the white group is also still attackable in various way.